mirror of
https://github.com/photonstorm/phaser
synced 2024-12-24 20:13:35 +00:00
664 lines
No EOL
21 KiB
TypeScript
664 lines
No EOL
21 KiB
TypeScript
/// <reference path="../gameobjects/Sprite.ts" />
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/// <reference path="../Game.ts" />
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/**
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* Phaser - Camera
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*
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* A Camera is your view into the game world. It has a position, size, scale and rotation and renders only those objects
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* within its field of view. The game automatically creates a single Stage sized camera on boot, but it can be changed and
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* additional cameras created via the CameraManager.
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*/
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module Phaser {
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export class Camera {
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/**
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*Sprite constructor
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* Instantiates a new camera at the specified location, with the specified size and zoom level.
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*
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* @param game {Phaser.Game} Current game instance.
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* @param id {number} Unique identity.
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* @param x {number} X location of the camera's display in pixels. Uses native, 1:1 resolution, ignores zoom.
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* @param y {number} Y location of the camera's display in pixels. Uses native, 1:1 resolution, ignores zoom.
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* @param width {number} The width of the camera display in pixels.
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* @param height {number} The height of the camera display in pixels.
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*/
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constructor(game: Game, id: number, x: number, y: number, width: number, height: number) {
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this._game = game;
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this.ID = id;
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this._stageX = x;
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this._stageY = y;
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this.fx = new FXManager(this._game, this);
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// The view into the world canvas we wish to render
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this.worldView = new Rectangle(0, 0, width, height);
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this.checkClip();
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}
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/**
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* Local private reference to Game.
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*/
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private _game: Game;
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private _clip: bool = false;
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private _stageX: number;
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private _stageY: number;
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private _rotation: number = 0;
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private _target: Sprite = null;
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private _sx: number = 0;
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private _sy: number = 0;
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/**
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* Camera "follow" style preset: camera has no deadzone, just tracks the focus object directly.
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* @type {number}
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*/
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public static STYLE_LOCKON: number = 0;
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/**
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* Camera "follow" style preset: camera deadzone is narrow but tall.
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* @type {number}
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*/
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public static STYLE_PLATFORMER: number = 1;
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/**
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* Camera "follow" style preset: camera deadzone is a medium-size square around the focus object.
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* @type {number}
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*/
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public static STYLE_TOPDOWN: number = 2;
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/**
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* Camera "follow" style preset: camera deadzone is a small square around the focus object.
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* @type {number}
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*/
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public static STYLE_TOPDOWN_TIGHT: number = 3;
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/**
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* Identity of this camera.
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*/
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public ID: number;
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/**
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* Camera view rectangle in world coordinate.
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* @type {Rectangle}
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*/
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public worldView: Rectangle;
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/**
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* How many sprites will be rendered by this camera.
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* @type {number}
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*/
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public totalSpritesRendered: number;
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/**
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* Scale factor of the camera.
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* @type {MicroPoint}
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*/
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public scale: MicroPoint = new MicroPoint(1, 1);
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/**
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* Scrolling factor.
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* @type {MicroPoint}
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*/
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public scroll: MicroPoint = new MicroPoint(0, 0);
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/**
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* Camera bounds.
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* @type {Rectangle}
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*/
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public bounds: Rectangle = null;
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/**
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* Sprite moving inside this rectangle will not cause camera moving.
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* @type {Rectangle}
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*/
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public deadzone: Rectangle = null;
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// Camera Border
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public disableClipping: bool = false;
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/**
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* Whether render border of this camera or not. (default is false)
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* @type {boolean}
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*/
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public showBorder: bool = false;
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/**
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* Color of border of this camera. (in css color string)
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* @type {string}
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*/
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public borderColor: string = 'rgb(255,255,255)';
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/**
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* Whether the camera background is opaque or not. If set to true the Camera is filled with
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* the value of Camera.backgroundColor every frame.
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* @type {boolean}
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*/
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public opaque: bool = false;
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/**
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* Clears the camera every frame using a canvas clearRect call (default to true).
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* Note that this erases anything below the camera as well, so do not use it in conjuction with a camera
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* that uses alpha or that needs to be able to manage opacity. Equally if Camera.opaque is set to true
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* then set Camera.clear to false to save rendering time.
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* By default the Stage will clear itself every frame, so be sure not to double-up clear calls.
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* @type {boolean}
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*/
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public clear: bool = false;
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/**
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* Background color in css color string.
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* @type {string}
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*/
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private _bgColor: string = 'rgb(0,0,0)';
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/**
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* Background texture to be rendered if background is visible.
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*/
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private _bgTexture;
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/**
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* Background texture repeat style. (default is 'repeat')
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* @type {string}
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*/
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private _bgTextureRepeat: string = 'repeat';
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// Camera Shadow
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/**
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* Render camera shadow or not. (default is false)
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* @type {boolean}
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*/
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public showShadow: bool = false;
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/**
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* Color of shadow, in css color string.
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* @type {string}
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*/
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public shadowColor: string = 'rgb(0,0,0)';
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/**
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* Blur factor of shadow.
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* @type {number}
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*/
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public shadowBlur: number = 10;
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/**
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* Offset of the shadow from camera's position.
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* @type {MicroPoint}
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*/
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public shadowOffset: MicroPoint = new MicroPoint(4, 4);
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/**
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* Whether this camera visible or not. (default is true)
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* @type {boolean}
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*/
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public visible: bool = true;
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/**
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* Alpha of the camera. (everything rendered to this camera will be affected)
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* @type {number}
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*/
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public alpha: number = 1;
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/**
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* The x position of the current input event in world coordinates.
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* @type {number}
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*/
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public inputX: number = 0;
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/**
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* The y position of the current input event in world coordinates.
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* @type {number}
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*/
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public inputY: number = 0;
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/**
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* Effects manager.
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* @type {FXManager}
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*/
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public fx: FXManager;
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/**
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* Tells this camera object what sprite to track.
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* @param target {Sprite} The object you want the camera to track. Set to null to not follow anything.
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* @param [style] {number} Leverage one of the existing "deadzone" presets. If you use a custom deadzone, ignore this parameter and manually specify the deadzone after calling follow().
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*/
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public follow(target: Sprite, style?: number = Camera.STYLE_LOCKON) {
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this._target = target;
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var helper: number;
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switch (style)
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{
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case Camera.STYLE_PLATFORMER:
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var w: number = this.width / 8;
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var h: number = this.height / 3;
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this.deadzone = new Rectangle((this.width - w) / 2, (this.height - h) / 2 - h * 0.25, w, h);
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break;
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case Camera.STYLE_TOPDOWN:
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helper = Math.max(this.width, this.height) / 4;
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this.deadzone = new Rectangle((this.width - helper) / 2, (this.height - helper) / 2, helper, helper);
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break;
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case Camera.STYLE_TOPDOWN_TIGHT:
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helper = Math.max(this.width, this.height) / 8;
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this.deadzone = new Rectangle((this.width - helper) / 2, (this.height - helper) / 2, helper, helper);
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break;
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case Camera.STYLE_LOCKON:
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default:
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this.deadzone = null;
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break;
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}
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}
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/**
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* Move the camera focus to this location instantly.
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* @param x {number} X position.
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* @param y {number} Y position.
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*/
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public focusOnXY(x: number, y: number) {
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x += (x > 0) ? 0.0000001 : -0.0000001;
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y += (y > 0) ? 0.0000001 : -0.0000001;
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this.scroll.x = Math.round(x - this.worldView.halfWidth);
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this.scroll.y = Math.round(y - this.worldView.halfHeight);
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}
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/**
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* Move the camera focus to this location instantly.
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* @param point {any} Point you want to focus.
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*/
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public focusOn(point) {
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point.x += (point.x > 0) ? 0.0000001 : -0.0000001;
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point.y += (point.y > 0) ? 0.0000001 : -0.0000001;
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this.scroll.x = Math.round(point.x - this.worldView.halfWidth);
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this.scroll.y = Math.round(point.y - this.worldView.halfHeight);
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}
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/**
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* Specify the boundaries of the world or where the camera is allowed to move.
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*
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* @param x {number} The smallest X value of your world (usually 0).
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* @param y {number} The smallest Y value of your world (usually 0).
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* @param width {number} The largest X value of your world (usually the world width).
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* @param height {number} The largest Y value of your world (usually the world height).
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*/
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public setBounds(x: number = 0, y: number = 0, width: number = 0, height: number = 0) {
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if (this.bounds == null)
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{
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this.bounds = new Rectangle();
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}
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this.bounds.setTo(x, y, width, height);
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this.scroll.setTo(0, 0);
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this.update();
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}
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/**
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* Update focusing and scrolling.
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*/
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public update() {
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this.fx.preUpdate();
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if (this._target !== null)
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{
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if (this.deadzone == null)
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{
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this.focusOnXY(this._target.x + this._target.origin.x, this._target.y + this._target.origin.y);
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}
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else
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{
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var edge: number;
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var targetX: number = this._target.x + ((this._target.x > 0) ? 0.0000001 : -0.0000001);
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var targetY: number = this._target.y + ((this._target.y > 0) ? 0.0000001 : -0.0000001);
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edge = targetX - this.deadzone.x;
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if (this.scroll.x > edge)
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{
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this.scroll.x = edge;
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}
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edge = targetX + this._target.width - this.deadzone.x - this.deadzone.width;
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if (this.scroll.x < edge)
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{
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this.scroll.x = edge;
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}
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edge = targetY - this.deadzone.y;
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if (this.scroll.y > edge)
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{
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this.scroll.y = edge;
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}
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edge = targetY + this._target.height - this.deadzone.y - this.deadzone.height;
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if (this.scroll.y < edge)
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{
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this.scroll.y = edge;
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}
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}
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}
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// Make sure we didn't go outside the cameras bounds
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if (this.bounds !== null)
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{
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if (this.scroll.x < this.bounds.left)
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{
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this.scroll.x = this.bounds.left;
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}
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if (this.scroll.x > this.bounds.right - this.width)
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{
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this.scroll.x = (this.bounds.right - this.width) + 1;
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}
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if (this.scroll.y < this.bounds.top)
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{
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this.scroll.y = this.bounds.top;
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}
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if (this.scroll.y > this.bounds.bottom - this.height)
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{
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this.scroll.y = (this.bounds.bottom - this.height) + 1;
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}
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}
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this.worldView.x = this.scroll.x;
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this.worldView.y = this.scroll.y;
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// Input values
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this.inputX = this.worldView.x + this._game.input.x;
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this.inputY = this.worldView.y + this._game.input.y;
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this.fx.postUpdate();
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}
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/**
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* Draw background, shadow, effects, and objects if this is visible.
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*/
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public render() {
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if (this.visible === false || this.alpha < 0.1)
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{
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return;
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}
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if (this._rotation !== 0 || this._clip || this.scale.x !== 1 || this.scale.y !== 1)
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{
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this._game.stage.context.save();
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}
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// It may be safer/quicker to just save the context every frame regardless (needs testing on mobile - sucked on Android 2.x)
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//this._game.stage.context.save();
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this.fx.preRender(this, this._stageX, this._stageY, this.worldView.width, this.worldView.height);
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if (this.alpha !== 1)
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{
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this._game.stage.context.globalAlpha = this.alpha;
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}
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this._sx = this._stageX;
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this._sy = this._stageY;
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// Shadow
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if (this.showShadow == true)
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{
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this._game.stage.context.shadowColor = this.shadowColor;
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this._game.stage.context.shadowBlur = this.shadowBlur;
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this._game.stage.context.shadowOffsetX = this.shadowOffset.x;
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this._game.stage.context.shadowOffsetY = this.shadowOffset.y;
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}
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// Scale on
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if (this.scale.x !== 1 || this.scale.y !== 1)
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{
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this._game.stage.context.scale(this.scale.x, this.scale.y);
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this._sx = this._sx / this.scale.x;
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this._sy = this._sy / this.scale.y;
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}
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// Rotation - translate to the mid-point of the camera
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if (this._rotation !== 0)
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{
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this._game.stage.context.translate(this._sx + this.worldView.halfWidth, this._sy + this.worldView.halfHeight);
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this._game.stage.context.rotate(this._rotation * (Math.PI / 180));
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// now shift back to where that should actually render
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this._game.stage.context.translate(-(this._sx + this.worldView.halfWidth), -(this._sy + this.worldView.halfHeight));
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}
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if (this.clear == true)
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{
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this._game.stage.context.clearRect(this._sx, this._sy, this.worldView.width, this.worldView.height);
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}
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// Background
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if (this.opaque == true)
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{
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if (this._bgTexture)
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{
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this._game.stage.context.fillStyle = this._bgTexture;
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this._game.stage.context.fillRect(this._sx, this._sy, this.worldView.width, this.worldView.height);
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}
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else
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{
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this._game.stage.context.fillStyle = this._bgColor;
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this._game.stage.context.fillRect(this._sx, this._sy, this.worldView.width, this.worldView.height);
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}
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}
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// Shadow off
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if (this.showShadow == true)
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{
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this._game.stage.context.shadowBlur = 0;
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this._game.stage.context.shadowOffsetX = 0;
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this._game.stage.context.shadowOffsetY = 0;
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}
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this.fx.render(this, this._stageX, this._stageY, this.worldView.width, this.worldView.height);
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// Clip the camera so we don't get sprites appearing outside the edges
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if (this._clip == true && this.disableClipping == false)
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{
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this._game.stage.context.beginPath();
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this._game.stage.context.rect(this._sx, this._sy, this.worldView.width, this.worldView.height);
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this._game.stage.context.closePath();
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this._game.stage.context.clip();
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}
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this._game.world.group.render(this, this._sx, this._sy);
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if (this.showBorder == true)
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{
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this._game.stage.context.strokeStyle = this.borderColor;
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this._game.stage.context.lineWidth = 1;
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this._game.stage.context.rect(this._sx, this._sy, this.worldView.width, this.worldView.height);
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this._game.stage.context.stroke();
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}
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// Scale off
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if (this.scale.x !== 1 || this.scale.y !== 1)
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{
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this._game.stage.context.scale(1, 1);
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}
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this.fx.postRender(this, this._sx, this._sy, this.worldView.width, this.worldView.height);
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if (this._rotation !== 0 || (this._clip && this.disableClipping == false))
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{
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this._game.stage.context.translate(0, 0);
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}
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if (this._rotation !== 0 || this._clip || this.scale.x !== 1 || this.scale.y !== 1)
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{
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this._game.stage.context.restore();
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}
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if (this.alpha !== 1)
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{
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this._game.stage.context.globalAlpha = 1;
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}
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}
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public set backgroundColor(color: string) {
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this._bgColor = color;
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}
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public get backgroundColor(): string {
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return this._bgColor;
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}
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/**
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* Set camera background texture.
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* @param key {string} Asset key of the texture.
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* @param [repeat] {string} what kind of repeat will this texture used for background.
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*/
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public setTexture(key: string, repeat?: string = 'repeat') {
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this._bgTexture = this._game.stage.context.createPattern(this._game.cache.getImage(key), repeat);
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this._bgTextureRepeat = repeat;
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}
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/**
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* Set position of this camera.
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* @param x {number} X position.
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* @param y {number} Y position.
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*/
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public setPosition(x: number, y: number) {
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this._stageX = x;
|
|
this._stageY = y;
|
|
|
|
this.checkClip();
|
|
|
|
}
|
|
|
|
/**
|
|
* Give this camera a new size.
|
|
* @param width {number} Width of new size.
|
|
* @param height {number} Height of new size.
|
|
*/
|
|
public setSize(width: number, height: number) {
|
|
|
|
this.worldView.width = width;
|
|
this.worldView.height = height;
|
|
this.checkClip();
|
|
|
|
}
|
|
|
|
/**
|
|
* Render debug infos. (including id, position, rotation, scrolling factor, bounds and some other properties)
|
|
* @param x {number} X position of the debug info to be rendered.
|
|
* @param y {number} Y position of the debug info to be rendered.
|
|
* @param [color] {number} color of the debug info to be rendered. (format is css color string)
|
|
*/
|
|
public renderDebugInfo(x: number, y: number, color?: string = 'rgb(255,255,255)') {
|
|
|
|
this._game.stage.context.fillStyle = color;
|
|
this._game.stage.context.fillText('Camera ID: ' + this.ID + ' (' + this.worldView.width + ' x ' + this.worldView.height + ')', x, y);
|
|
this._game.stage.context.fillText('X: ' + this._stageX + ' Y: ' + this._stageY + ' Rotation: ' + this._rotation, x, y + 14);
|
|
this._game.stage.context.fillText('World X: ' + this.scroll.x.toFixed(1) + ' World Y: ' + this.scroll.y.toFixed(1), x, y + 28);
|
|
|
|
if (this.bounds)
|
|
{
|
|
this._game.stage.context.fillText('Bounds: ' + this.bounds.width + ' x ' + this.bounds.height, x, y + 56);
|
|
}
|
|
|
|
}
|
|
|
|
public get x(): number {
|
|
return this._stageX;
|
|
}
|
|
|
|
public set x(value: number) {
|
|
this._stageX = value;
|
|
this.checkClip();
|
|
}
|
|
|
|
public get y(): number {
|
|
return this._stageY;
|
|
}
|
|
|
|
public set y(value: number) {
|
|
this._stageY = value;
|
|
this.checkClip();
|
|
}
|
|
|
|
public get width(): number {
|
|
return this.worldView.width;
|
|
}
|
|
|
|
public set width(value: number) {
|
|
|
|
if (value > this._game.stage.width)
|
|
{
|
|
value = this._game.stage.width;
|
|
}
|
|
|
|
this.worldView.width = value;
|
|
this.checkClip();
|
|
}
|
|
|
|
public get height(): number {
|
|
return this.worldView.height;
|
|
}
|
|
|
|
public set height(value: number) {
|
|
|
|
if (value > this._game.stage.height)
|
|
{
|
|
value = this._game.stage.height;
|
|
}
|
|
|
|
this.worldView.height = value;
|
|
this.checkClip();
|
|
}
|
|
|
|
public get rotation(): number {
|
|
return this._rotation;
|
|
}
|
|
|
|
public set rotation(value: number) {
|
|
this._rotation = this._game.math.wrap(value, 360, 0);
|
|
}
|
|
|
|
private checkClip() {
|
|
|
|
if (this._stageX !== 0 || this._stageY !== 0 || this.worldView.width < this._game.stage.width || this.worldView.height < this._game.stage.height)
|
|
{
|
|
this._clip = true;
|
|
}
|
|
else
|
|
{
|
|
this._clip = false;
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
} |